TOUGH: All Boyz except Grots and Yoofs may ignore the effects of Wounds,
but they may NOT HIDE.
WAAGH: You may spend Waagh to buy new Boyz, or pay the difference in
Waagh to PROMOTE Boyz.
GROTS: You may not have more Grots than Orks. Grots may
not drive vehicles and not be promoted. Grots may be sold for
1 TEEF. Note that you may not sell any other Boyz!

SKILLZLOOT: As an action, may loot an adjacent killed enemy
or destroyed vehicle. Roll a white die: on a 1 or 2, earn 1 LOOT
token. Remove after rolling.
BODGE: As an action, may attempt to repair an adjacent
or ridden vehicle. Vehicle recovers OO-1 hits (so if you roll
a zero, it actually does 1 damage!).
MEND: As an action, may attempt to heal an adjacent wounded
Boyz. They recover OO-1 hits (so if you roll a zero, it actually
does 1 damage!).
HERD: Grots and Cave Squigs within 12" may add +2" to their
move. May take +2 Grots.

WEPPONZ

Were'z Yer Dakka?: You may NOT field Boyz unless they are armed
with at least one weapon.
'Eavy Metal: Boyz may NOT carry a weapon that rolls more dice
than their base melee, unless noted (for example, ooo is more dice than
OO).

IMPROVISED: Any non-pistol weapon may be used as a Basha, but will
Fail if two or more of your melee dice max out!
SHIELD: Incoming damage -o. Parry at +2. CHUCK: May
throw as a pistol (reload).
(B) BIG CHOPPA: Dice are equal to the Base Melee dice of the user (dice
only).

(T)

GUN

DICE

GRAZE

FAIL

SPECIAL

1

Stubba

oo

S

X

Pistol. (Only o in melee). Grots may use.

1

Grot Shot

oo

W

X

Grots may use.

1

Slugga

oo

S

J

Pistol.

1

Skatta

oo

S

J

KB, 1" Area.

2

Shoota

ooo

W

J

Rapid Fire. Orks may use.

2

'Eavy Skatta

ooo

S

J

KB, 1"A. Orks may use.

PISTOL: May snap fire. May use in melee (fail result applies!).
Range max 8".

(T)

STIKKBOM

RANGE

DICE

GRAZE

FAIL

SPECIAL

2

Buzza

8"

Oo

W

X

2" A. Burn.

2

Frag

8"

OO

W

X

2" Blast.

2

Busta

1"

OO

K

X

+P.

2

Tinbom /Bomm Squig

1"

OO

W

--

M 6", A 2, H 0, explode as an action or if damaged
(2" B).

For each Stikkbom purchased, anyone in your clan except Grots may throw
one per fight. Stikkboms that explode do so centered on the user!
(they never make it to the target).

(T)

'EAVY WEAPON

DICE

GRAZE

FAIL

SPECIAL

3

Harpoon

OO

W

--

Tie = pull target 4"

4

'Eavy Shoota

OO

W

J

Rapid Fire.

4

Burna

OO

W

X

FT. Burn.

4

Rokkit Launcha

OO

K

X

2" B. +P.

5

Blasta

OO

W

M

Line Effect. Burn.

6

Shokk Attak Gun

oo

W

J

IR. IA. Burn.

'Eavy weapons may only be used by Ork Boyz, Kommandoz, and Mekboyz.
Move -1.

(T)

MEGA WEAPON

DICE

GRAZE

FAIL

SPECIAL

1

Wrekka Ball

OO+P

S

M

3" Range.

2

Grabba Claw

OO+P

W

J

3" Range. GRABBY.

4

Lobba

OO

W

X

IFC. 3" B.

4

Kannon

OO

K

X

2"B. +P

5

Skorcha

OOO

W

X

Heavy Flamer Template.

5

Pulsa Rokkit

OO

S

M

IR. 3" A. 3" KB. Burn. Once/fight.

5

Traktor Kannon

OO+P

S

X

When fired at Boyz, move them OO" (as KB) instead of damaging them.

6

Zzap Gun

OO+1

S

X

Line Effect.

7

DakkaKannon

OOO

W

X

Rapid Fire.

7

KillKannon

OO+1

K

J/X

2"B.

Mega weapons may only be carried by mounting on Kartz
via a 'Ardpoint.
GRABBY: May reveal any blips within range once per turn. As an
attack action, may pick up loot or skrap within range.

BITZ

BITZ may ONLY be purchased for Nobz, Bosses, and Oddboyz unless noted.
May not equip more than one of each per model.

(T)

Bitz

Effect

1w

Ammo Runt

Once per turn, anyone within 6" may reroll one die when shooting.

2w

'Ard

+1 hit. Cost is 2 Waagh (as promotion).

1

Bakkup

If your attack does no damage, make a free attack with another
gun.

1

Bionik Eye

You may reroll one die when making any kind of ranged attack.

2

Bionik Legz

+1 to your move.

2

Bionik Bitz

+1 to your base melee.

2

Coppa Staff

May reroll once / turn for Mind Blast attacks (Weirdboy only).

1

Grappla

You automatically make any scrabble rolls.

sp

Kombi-Weppon

Once per fight, as a free action, you may fire a one-shot
'Eavy Weapon. Cost = cost of the 'Eavy Weapon, minus 2.

You are treated as in cover (Smoke) for one turn if you
fire a 'Eavy Weapon.

2

Stikkbomma

May fire 1 stikkbom / turn, as part of your attack action.

2

Storma

Move OOOO+2" (see below). Cannot be heavy / big.

1

Telly-Skope

Ranged penalties are reduced by 1 if you do not move this turn.

1

Trophy Rakk

Bearer earns 2x duff from non-vehicle targets.

1

Venty

You may reroll one weapon die to try to avoid a fail.
You must keep the new result.

STORMA: As a move action, pick a move direction. You
must move OOOO+2" straight in that direction, as a Jump
Pack may move. If three or more dice max out when rolling for
movement, your Storma explodes at the end of your move! (OOW
2"A KB).

BOTZ n' PETZ

(T)

BOTZ

M

A

H

BASEMELEE

Max. Allowed

Weapons Allowed

Notes

2

CAVE SQUIG

5xO

2

0

OOO

3 / Runtherd

-

Mob, Trot, Animal

4

RUNTBOT

6

2

1

oo

1 per Mek / Runtherd

2 Melee /Gun

Trot, Animal,Forcefield

8

KILLA KAN

6

3

2

OOO+1

1 per Mek / Runtherd

2 Melee /'Eavy

Heavy

15

DEFF DREAD

6

3

4

OOO+2

1 per Mek / Painboy

2 Melee, 2 'Eavy

BIG

DAMAGED BITZ: For all Botz, remove 1 weapon (attacker's choice)
for every hit taken. Botz and Cave Squigs cannot pick up loot
or skrap!FORCE FIELD: Runtbots project a force field that protects
itself and any Grots within 6" of it. Roll a red die and deduct the result
from any incoming attack.CAVE SQUIG: Must have a tender (any friendly model) within
12" or they will do nothing that turn. Roll OOOOO each
turn to determine the move value of all cave squigs under control of the
tender, even if they don't want to move. Tenders with Jabbas,
Whippas or Grabba Stikks may reroll one die for their movement.
If three or more dice max out, the Cave Squigs will move towards and mob
attack their Tender, or the nearest friendly model, if possible!

KARTZ

Vehicles (except boars) may have mounted
weapons. Only mounted weapons will be damaged by vehicle damage cards.

BUMPY: Firing from a moving vehicle takes
range penalties every 8" (vs. the normal 12"), unless firing a mounted
weapon.OPEN: Boyz in Open transport may fire weapons,
melee adjacent vehicles, attempt boarding, and are granted full cover vs
attacks coming from outside the vehicle. It takes a half move to
enter or exit an open vehicle.CLOSED: Boyz in Closed transport may not attack
or be attacked, and may not board or be boarded. It takes a full
move to enter or exit a closed vehicle.SKRAP: Vehicles can carry any amount of skrap
with no penalties.DRIVA: One of your Boyz (not Heavy or Big) must
spend their Movement to make the vehicle move. They may spend their
Action to fire a personal weapon if Open. Open Drivas (O) may reroll
one die during wipeout
checks!BOAR: Snakebites only. Rider's melee + O.
May not take mounted weapons.BIKE: Rider's melee + O. -1
hand to ride.LOW: Driver can melee or be meleed, and can pick
up adjacent loot or skrap, without having to exit the vehicle.RIDER: Use the rider's armor value for the vehicle's
armor. Damage is transferred directly to the rider. Rider's
hits is +1 while riding.FLIER: May move in any direction. Must end
move on terrain. If vehicle is destroyed, driver takes OO
S vs. armor from falling!

'ARDPOINTS may be purchased for any vehicle.
All guns require 1 Crew to operate unless noted.KROWDED: Gun mounts add a crew position but take
away some transport space. You may not reduce a vehicle's transport
space below zero!SUPPORTS: the type of weapon that can be mounted.
ARC: Firing arc, from the pivot point of the weapon. If the facing
is not specified, you must specify the facing (F, L, or R) when installing
the weapon.DRIVA = CREW: the vehicle driver may fire one
weapon of this type per turn, as an action.POINT: This weapon may be snap fired if the vehicle
is rushed.

(T)

Type

Space

Supports

Arc

0

Pintle

+1 crew (O), -1 Transport

any 'Eavy weapon

180

0

Axial

Driva = crew.

Any 'Eavy weapon

90 F

1

Point

Driva = crew.

any Gun.

180

1

Swivel

+1 crew (O), -1 Transport

Any Mega Weapon

180

1

Fore

+1 crew (C), -2 Transport

Any Mega Weapon

90 F

2

Turret

+1 crew (C), -2 Transport

any Mega Weapon

360

GUBBINZ

GUBBINZ may only be purchased for vehicles, and must
be modelled. Indicate on the vehicle record sheet what Gubbinz it
has equipped.KUSTOM: You may not take more than one of each
type of Gubbinz per vehicle unless otherwise indicated.

Add +oo to your vehicle's move this turn. If you
roll a 4, it explodes, doing 2 hits!

1

Panelz

Your vehicle's driver is treated as having 2 armor
while driving.

1

Ramma

Add +O to your vehicle's melee when attacking.(max
2)

2

RotaBladez

Add +O to your vehicle's base melee.

1

Spikey Bitz

Add +O to your vehicle's melee when defending.(max
2)

1

Shooty Hole

One of your Boyz may fire a gun from inside a closed
transport space.(max 2)

2

SmokeSkreen

If a vehicle moves within 6" of the rear of you, they
must make a WIPEOUT check.

1

Spike Droppa

If a vehicle moves within 6" of the rear of your vehicle,
roll ooo W vs. their armor.

1

Stikkbomma

Your vehicle may fire one stikkbom per turn.

FIGHT!

Read a scenario to determine
how to set up scenery and determine what the objective is. For each
SHOUTIN' card you get, draw three random cards from the deck and choose
one of them. You may start troops boarded in vehicles. Scenarios
may also have special rules and restrictions, so read them carefully before
playing. If there are any BLIPS in the scenario, place them face down until
they are revealed. Blips may be revealed by vehicles or boyz. Only
boyz can pick up loot or skrap however! Following are rules for the
different blip types you may encounter:

LOOT-
If it is a loot, you must spend an action to pick it up. It is worth
1 white die of TEEF at the end of the fight.
SKRAP-
You must spend an action to pick it up, and cannot perform any action while
carrying it. It takes two Grots to carry a piece of skrap! If stunned,
you will drop the skrap. It takes no actions to voluntarily drop
a Skrap. If you can drop the Skrap off the board or on your vehicle, or
are carrying it when the fight ends, you earn 1 TEEF.
TRAP-
Roll OO vs. armor (max damage = stun). Lose all remaining
move this turn. If on an upper level, drop down one level.
AMBUSH-
Place a MUTIE anywhere adjacent to the revealing model- they may immediately
attack, and then make a half move. They ignore all other hazards, traps
and enemies. They may hide if no one is in range. If killed, leave the
body so that Deathskulls may loot them.

HAZARD-
Note that all hazards except mutants have a permanent 2" area effect. If
you start inside the area and move out, you will not be affected. If you
move into or stay in the area, you will be affected unless KOed or dead.
You will be affected as described on the chart below.

DUFFIN': For each hit (not a stun) you do to an enemy or occupied
vehicle, earn 1 DUFF token. Hang onto these tokens until the end
of the fight- it's how you earn WAAGH.
HIJACKIN': During a game, you may take over any empty vehicle
(must get in and have an action to drive it). You do NOT get to keep
the vehicle though- it returns to the original owner at the end of the
fight.

DUFF: Roll a white die for each DUFF earned, plus a white die
for each surviving Nob or Boss. Subtract the number of Boyz (not
Grots) killed during the game from the roll result. Earn that much
WAAGH! (Minimum 1, maximum 3 unless otherwise noted).
UPSTARTZ: The clan with the lowest total points at the end of
the game earns an additional +1 Waagh.

REPLACE- You automatically recover all Boyz, equipment, and damage
lost during the fight.
SELL- You may sell off any Grots for 1 Teef each if you wish.
RECRUIT- you may purchase new Boyz or promote existing Boyz
by spending Waagh!
GUNZ- You may purchase or sell any Weppunz, Bitz, Kartz, or
Gubbinz for the amount you paid.